www.d4gameplay.comhttp://www.d4gameplay.com
The Meeting Room for Gamers and DevelopersTue, 28 Jul 2015 16:05:13 +0000en-UShourly1http://wordpress.org/?v=4.2.3Witcher 3 Will Receive A Game+ Modehttp://www.d4gameplay.com/2015/07/witcher-3-will-receive-a-game-mode/
http://www.d4gameplay.com/2015/07/witcher-3-will-receive-a-game-mode/#commentsTue, 28 Jul 2015 16:00:43 +0000http://www.d4gameplay.com/?p=6183CD Projekt Red have recently announced plans to update The Witcher 3 with a new game+ mode. This is amazing news, because if any game could take the most advantage of such a game mode, it would be the mighty Witcher 3!

Two key points to remember for the game+ mode, are that all enemies will be leveled-up to 30. This also means that if you completed the game below level 30, you’ll automatically be boosted to level 30 for game+. Great news for those who finished underpowered, but even better news for those who can now enjoy reaching level 30, with no danger of making game+ a complete walk-through.

Geralt of Rivia looked out from Drahim Castle and thought to himself ‘Game+ mode, huh? BRING IT ON!’

Items you’ll keep for the game+ mode:

– Skill tree abilities (you’ll also be awarded a ‘Potion of Clearance’, allowing you to re-organise your skill tree!)

– All alchemy ingredients

– All crafting items

Items that will not follow Geralt into game+ mode:

– Any quest-related items

– Gwent cards (we can already hear the groans)

– Any usable items

– Trophies

At the moment, it’s looking like all food and pre-mixed potions won’t be following Geralt (good thing you can’t go mad brewing huge potion stashes, then). Trophies will also disappear, but if you’ve been taking advantage of Roach, you should have enough weapon and armour bonuses, not to really miss them.

The game+ mode update will not only add to the replayability of Witcher 3, but give peace of mind to those who were sceptical of completing the game before CD Projeckt Red released their two major DLC’s.

]]>http://www.d4gameplay.com/2015/07/witcher-3-will-receive-a-game-mode/feed/0Will Konami Delete Our Silent Hills PT Demo?http://www.d4gameplay.com/2015/07/will-konami-delete-our-silent-hills-pt-demo/
http://www.d4gameplay.com/2015/07/will-konami-delete-our-silent-hills-pt-demo/#commentsMon, 20 Jul 2015 12:09:31 +0000http://www.d4gameplay.com/?p=6159Over the past few weeks there have been reports surfacing, that Konami are considering deleting the Silent Hills demo from PS4’s. This report came after the new horror game concept was scrapped, due to Hideo Kojima parting ways with Konami.

Read on to find out why our Silent Hill PT demos should be safe…for now

These recent reports beg two questions. 1) Would Konami attempt to delete the Silent Hills demo? 2) Could Konami actually get away with doing this?

The latter is very tricky, because this delves into the realm of digital ownership. On one hand, it’s your PS4 and whatever demo you decide to download, you should be able to keep it without fear of any publisher accessing your console to delete files (updating is one thing, deleting is something entirely different).

On the other hand, we have the same digital fiasco that’s moved some PC gamers from Steam, to GOG. Yup, it’s that classic ‘you buy a license to play a digital game but you do not own it’ legal yawn. Add to this the fact demos are free, and this could well give Konami full rights to completely delete the Silent Hills PT (playable teaser) demo without individual player consent.

The Silent Hills PT demo has created a lot of hype. They may have had to pull it from PSN for legal issues, but do really think they’d delete the hype from your PS4?

However, regardless of what rights Konami could have to edit your PS4 hard drive, the main question is ‘would’ they delete the Silent Hills demo? Take into account the popularity of the Silent Hill IP, the PT demo and all the hype it has generated thus far, and that question pretty much answers itself.

Our money would be on Konami keeping that demo on your machine, purely for hype. Yes, you may read more speculation into ‘deletion’ but this is purely to chuck more coal into the hype train. Do you really think Konami would let the Silent Hill IP fade to black? Do you really think they’ll delete what has quite possibly become their most effective promotional tool to date?

Unless a new Silent Hill game is announced this year (forcing an update or a completely new demo), we can quite confidently say that your Silent Hills PT demo should be perfectly safe where it is.

The new stash system will allow you to better manage your weapons and items, as well as take some strain off poor Roach

This new Stash update makes collecting alchemy ingredients, much easier. It also adds ease to the collection of tools and materials needed for armour and weapons (especially if you like building higher level weapons, to then store them for later – a good Witcher is always prepared!).

Storage boxes are huge and are designed to stand-out from their surroundings, making it easy for the player to spot them, even amidst crowded venues

One other great use for Stash boxes, is with EXP enhancing weapons and items. If like me, you’re still doing as much as you can before Skellige, bonus EXP weapons and items are essential in character preparation. However, what if you find a more advanced silver sword along the way…but without EXP bonuses? Well, now you have storage boxes in the latest Witcher 3 patch, you can now chop and change between leveling up…and kicking monster ass!

Check out the small video clip, to see a little more on the workings of Witcher 3’s new ‘Stash’ system:

Witcher 3 may have launched with quite a few issues, but consistent bug fixing patches, free DLC and now additional tweaks based on gamer feedback, are easily making CD Projekt Red, one of our favourite developers. They’ve truly earned every sale they’ve acquired. D4G hope they see a whole lot more.

]]>http://www.d4gameplay.com/2015/07/witcher-3-stash-storage-box-update/feed/0What Developer Should Take Over Dead Island 2?http://www.d4gameplay.com/2015/07/what-developer-should-take-over-dead-island-2/
http://www.d4gameplay.com/2015/07/what-developer-should-take-over-dead-island-2/#commentsFri, 17 Jul 2015 20:35:42 +0000http://www.d4gameplay.com/?p=6117After several missed release dates and only a trickle of gameplay footage, Deep Silver announced that Yager are no longer developing Dead Island 2.

Past interviews with Yager described the German studio’s version of Dead Island 2 as more Zombieland than Walking Dead. Yager’s take was going to be purely fun-focused from beginning to end. Could this be the reason for Yagar’s departure? If not (and this was purely due to development issues), Deep Silver’s new developer should have experience with the following:

– Multiplayer co-op (we also think local co-op would be a much welcomed addition!)
– FPS story and gameplay that mainly focuses on amusing the player

Early indications of Dead Island’s major ‘fun’ element, with AI giving off a major ‘House of the Dead’ vibe…

Possible game developers that could take over Dead Island 2

Our first thought would be Gearbox (Borderlands fits this description, perfectly), but Battleborn, Borderlands 3 and the new Duke Nukem games, will keep them fully occupied for the next few years, at least.

Techland could take the developer reigns once again, improving on Dead Island, Riptide and Dying Light. The studio would’ve learned a lot from those past releases and providing there’s no Dying Light sequel in the works, could put their funny hats on, to take over from what Yager have already produced.

Tripwire Interactive (The Killing Floor) could be another great developer to bring Dead Island 2 back from the dead. They may be hard at work on their Early Access sequel, but could this developer and publisher muster the extra team to get the job done?

Hey, if you want humor mixed with bucket loads of action, then Croteam (Serious Sam 3) could even be the guys to offer the job to? Fast-paced FPS action is what these guys are used to, so giving this studio a different project on their CV, could prove beneficial to both parties.

One thing is for sure in the games biz – no developer likes taking over from another (this can prove problematic in itself). So, Dead Island 2 being a complete rework, or continuation is going to prove very important in finding that new developer. Plus you’ll also have that all-important IP ownership (whoever develops, won’t get sales royalties). This could pretty much wipe all major developers off the board, moving the pointer at smaller, or even unknown studios.

What do you think? Let us know your ideal developers for Dead Island 2, via the comments below.

]]>http://www.d4gameplay.com/2015/07/what-developer-should-take-over-dead-island-2/feed/0Will the classic Materia system be used in the FF7 Remake?http://www.d4gameplay.com/2015/06/will-the-classic-materia-system-be-used-in-the-ff7-remake/
http://www.d4gameplay.com/2015/06/will-the-classic-materia-system-be-used-in-the-ff7-remake/#commentsWed, 24 Jun 2015 16:41:34 +0000http://www.d4gameplay.com/?p=6089One thing that made the classic PlayStation JRPG release so compelling, was its simple materia system. If there’s just one thing that most RPG fans can agree on, it’s that Final Fantasy 7 had the magic system nailed. But will we see it in Square’s Final Fantasy 7 Remake?

‘Restore’ is the players first pick-up in Final Fantasy 7, but should magic be developed, picked-up or even drawn in the FF7 Remake?

The 1997 classic not only offered the most easy to use magic system, it also worked incredibly well with Final Fantasy 7’s ‘get out what you put in’ attitude. The more you worked at it (grinded) the more powerful Cloud (and your chosen party members) became.

Final Fantasy 7’s Materia system is possibly the most player-friendly magic system, ever designed. Should Square give Materia the next-gen treatment?

Square’s classic wasn’t only part of one of the greatest RPG’s ever made, it gave the player incredible freedom to chop and change between magic for status and battle specific strategies. No confusing charts or ‘no going back’ decision making.

There must be a reason why Square never went back to FF7’s materia system? Did they plan on only bringing it back for the FF7 Remake, or could we never see this system used again?

What do you think? Should Square use the classic materia system for the Final Fantasy 7 Remake, or use something new? Would you even like to see a different, but existing Final Fantasy magic system used for Square’s remake? Hit the comments and let Square know!

]]>http://www.d4gameplay.com/2015/06/will-the-classic-materia-system-be-used-in-the-ff7-remake/feed/0Should the FFVII remake use a turn-based or real-time battle system?http://www.d4gameplay.com/2015/06/should-the-ffvii-remake-use-a-turn-based-or-real-time-battle-system/
http://www.d4gameplay.com/2015/06/should-the-ffvii-remake-use-a-turn-based-or-real-time-battle-system/#commentsFri, 19 Jun 2015 12:10:52 +0000http://www.d4gameplay.com/?p=6044Combat is the key element of a Final Fantasy RPG. Whether you’re speeding through the story and only fighting when you need to (good luck with that!) or playing it safe and grinding wherever you can, battles are what you’ll spend most of your time doing.

The question is, how will Square approach this in the Final Fantasy VII remake?

The Final Fantasy remake is being developed as you read this, but will those first preview screenshots show a turn-based battle system?

While many of you may be thinking it’s a ‘no-brainer’ (a ‘remake’ must mean keeping it original, right?), that may not be the case for Square. Recently, Tetsuya Nomura (director of the FFVII remake) announced that the game “won’t be a simple remake”, suggesting that Square could choose to integrate a real-time battle system, instead.

Don’t get me wrong, implementing a real-time combat system to a next-gen Final Fantasy, isn’t a bad thing (especially with the next-gen Final Fantasy XV demo looking so impressive), but is this the right move for a next-gen Final Fantasy VII?

Let’s take a look at the pros and cons of both battle systems:

Turn-basedCombat

You’d actually be surprised just how much of FFVII’s design is dependant on its turn-based battle system.

PROS

– Better suits the Limit Break mechanic

– Better suits the summon mechanic

– Will offer long-term fans a true ‘remake’

– Would better suit FFVII’s existing materia system and ‘get out what you put in’ gameplay

CONS

– Grinding is more encouraged

– Battles can seem forced (the player will be unable to see enemies)

Real-Time Combat

Although FFXV’s battle system really impressed, there’s no doubt that a real-time battle system would turn FFVII on its head…but is this what fans want?

PROS

– Offers a more ‘realistic’ take on combat

– Many may see this as true next-gen RPG combat (like FFXV)

– The player has a better chance to pick and choose their battles

– Battles may not seem forced (at least in some areas)

CONS

– Loyal fans would not see this as a ‘true remake’

– Very difficult to work with FFVII’s summon system (the whole design would have to be changed)

– Limit Breaks would have to be redesigned (they’d have to be short and sweet to work on a real-time battlefield)

– World Map portions of the game would be needless (the whole game could pretty much act like a world map)

Personally, I’d be for keeping it turn-based. Why? That’s because I’m a long-term, day-one FFVII owner who could tell you the date, store and time I got my hands on the PlayStation classic (who also refuses to call the system ‘PSOne’). But what about new fans?

So, what do you think? Does the thought of a much faster, realistic real-time battle system appeal more to you, or would you rather the remake stayed true to the original release?

Whatever your opinion, hit the comments and let us know. Feel free to also comment on your own ‘PROS’ and ‘CONS’ and we’ll add the best ones.

]]>http://www.d4gameplay.com/2015/06/should-the-ffvii-remake-use-a-turn-based-or-real-time-battle-system/feed/0Square’s Final Fantasy VII Remakehttp://www.d4gameplay.com/2015/06/squares-final-fantasy-vii-remake/
http://www.d4gameplay.com/2015/06/squares-final-fantasy-vii-remake/#commentsWed, 17 Jun 2015 07:30:29 +0000http://www.d4gameplay.com/?p=6033Final Fantasy VII is being remade! Millions of JRPG fans around the world will be waiting to click a ‘pre-order’ button…but will this truly mean ‘Remake’? Will ALL the cherished features of the PlayStation classic make it to the next-gen version, or will Square’s recent obsession to ‘westernise’ everything, add (or subtract) from the perfect formula?

Final Fantasy VII is going next-gen but will this truly be a ‘remake’?

Let’s take a look at some of the major questions surrounding the Final Fantasy VII remake:

Make no mistake, Square have their work cut out for them. Remember Square saying that the full remake would take far too long and cost too much? That was for the PS3 and 360! Now, the project has been announced for next-gen hardware!

I must admit, it shocked me that the Final Fantasy VII remake was announced BEFORE the release of Final Fantasy XV. Maybe the remake was in development all along by a separate team? Maybe it was just Sony paying silly sums of cash to associate the game to their brand, even at such an early point in development?

Whatever the situation, at least it’s happening. Have any other questions you’d like discussed about the remake? Hit the comments and let us know.

Keep it at D4G for more questions and discussions on the biggest game remake of all time!

]]>http://www.d4gameplay.com/2015/06/squares-final-fantasy-vii-remake/feed/0Shenmue 3 – How are Sony Involved?http://www.d4gameplay.com/2015/06/shenmue-3-how-are-sony-involved/
http://www.d4gameplay.com/2015/06/shenmue-3-how-are-sony-involved/#commentsTue, 16 Jun 2015 13:58:56 +0000http://www.d4gameplay.com/?p=6014E3 2015 may be without new hardware announcements but it’s still quite possibly be the best Electronic Entertainment Expo of all time! First, we had the Final Fantasy VII remake announcement and now, Shenmue 3 has finally be handed the opportunity it deserves!

Shenmue 3 is alive but who would have thought a journey starting with Sega, would’ve not only jumped to Microsoft, but finished with Sony?

The additional surprise here, is that Shenmue 3 will be Kickstarter funded. So, why did Yu Suzuki choose crowd funding? The first (and main) reason, would be that Shenmue 3 has nothing to do with Sega. This development may have Sega’s blessing (who still own the rights to the first two Shenmue games), but Sega are in no way associated with development of the 3rd game.

While a skill tree, mini games and rapport system sound amazing, we all know how easily these milestones will be meet. Will YS Net add more as funding grows?

How are Sony involved in the Development of Shenmue 3?

Another shock is that Sony are now behind development of Shenmue 3, making the game’s launch exclusive to PC and PS4!

Although Shenmue 3 is Kickstarter-backed, Sony must have invested in the project somehow. Our money would be on Sony purchasing the license from Sega to make this happen. But could Sony have also funded development so far, or could they even have a deal in place that adds to whatever is raised? (let’s be honest here, $4m does seem a little shy for a next-gen Shenmue).

While Shenmue 3 being linked to Kickstarter and Sony, begs many questions, one thing is for sure…the gaming community will help publish Shenmue 3! That’s a pretty awesome thing when you think about it, right?

You know what? If any game deserved to surpass Star Citizen’s funding crown, it’s Shenmue 3.

]]>http://www.d4gameplay.com/2015/06/shenmue-3-how-are-sony-involved/feed/0Access Games No Longer Own Deadly Premonition IPhttp://www.d4gameplay.com/2015/06/access-games-no-longer-own-deadly-premonition-ip/
http://www.d4gameplay.com/2015/06/access-games-no-longer-own-deadly-premonition-ip/#commentsFri, 12 Jun 2015 13:03:00 +0000http://www.d4gameplay.com/?p=6003The Xbox 360 saw possibly one of the most unique and open horror games ever, with Deadly Premonition. The game (developed by Access Games and published by Rising Star in the EU) even holds a Guinness World Record as a ‘critically polarizing survival horror game’.

It wasn’t that Access Games didn’t want to update the PC version of Deadly Premonition. They simply couldn’t. Read on to find out why

Fast forward 3 years and Deadly Premonition was given the ‘Directors Cut’ treatment. New scenes, DLC content and various control tweaks, enhanced the PS3 and PC versions.

However, the PC version released with serious resolution and game-breaking issues. Although a patch was released, the major issues still continue to plague the PC version. But before you start emailing Access Games, there’s a couple of things you should know:

– The Directors Cut editions of Deadly Premonition were never developed by Access Games. ToyBox Inc developed the PS3 and PC versions.

– We can now officially confirm that Access Games no longer own the Deadly Premonition IP. The intellectual property must have been sold before the PC release, but has also lead to some interesting merchandise on the Rising Star Games website.

Rising Star Games have some pretty cool Deadly Premonition merchandise

Access Games would have also sold the Deadly Premonition IP to allow themselves to focus more on their new project – D4: Dark Dreams Don’t Die.

Keep it at D4G for more news on Deadly Premonition and D4.

]]>http://www.d4gameplay.com/2015/06/access-games-no-longer-own-deadly-premonition-ip/feed/0RPG Next-Gen – A closer look at FFXVhttp://www.d4gameplay.com/2015/06/rpg-next-gen-a-closer-look-at-final-fantasy-xv/
http://www.d4gameplay.com/2015/06/rpg-next-gen-a-closer-look-at-final-fantasy-xv/#commentsThu, 11 Jun 2015 16:51:20 +0000http://www.d4gameplay.com/?p=5978Very few things can compete with the hype of a true next-gen Final Fantasy. While the 13th entry may have been a let-down for many (simply extracting one too many cherished foundations), screenshots, Famitsu previews and YouTube footage, have certainly helped relight the fire under Square’s next AAA RPG – Final Fantasy XV.

Final Fantasy XV is finally playable and is even being updated! Check out the posts below, for a more detailed look at the current build

Five million polygons per frame, a character max of 100,000 polygons and hair alone, using up to 20,000 polygons creates an RPG that has to be seen to be believed!

Square have taken no shortcuts with FFXV. Twenty thousand polygons for Noctis’ hair!??? We’re surprised they never decided to shave his head!

Let’s take a more detailed look at the outstanding Final Fantasy XV Demo: